// Behavior originally contributed by Caytchen.
//
// LICENSE:
// This work is licensed under the 
//    Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License.
// also known as CC-BY-NC-SA.  To view a copy of this license, visit
//    http://creativecommons.org/licenses/by-nc-sa/3.0/
// or send a letter to
//    Creative Commons
//    171 Second Street, Suite 300
//    San Francisco, California, 94105, USA. 
//
// DOCUMENTATION:
//     http://www.thebuddyforum.com/mediawiki/index.php?title=Honorbuddy_Custom_Behavior:_Message
//
using System;
using System.Collections.Generic;
using System.Drawing;

using Styx.Helpers;
using Styx.Logic.BehaviorTree;
using Styx.Logic.Questing;


namespace Styx.Bot.Quest_Behaviors
{
    public class Message : CustomForcedBehavior
    {
        public Message(Dictionary<string,string> args)
            : base(args)
        {
			try
			{
                // QuestRequirement* attributes are explained here...
                //    http://www.thebuddyforum.com/mediawiki/index.php?title=Honorbuddy_Programming_Cookbook:_QuestId_for_Custom_Behaviors
                // ...and also used for IsDone processing.
                ColorLog    = Color.FromKnownColor(GetAttributeAsNullable<KnownColor>("LogColor", false, null, null) ?? KnownColor.DarkGray);
                QuestId     = GetAttributeAsNullable<int>("QuestId", false, ConstrainAs.QuestId(this), null) ?? 0;
                QuestRequirementComplete = GetAttributeAsNullable<QuestCompleteRequirement>("QuestCompleteRequirement", false, null, null) ?? QuestCompleteRequirement.NotComplete;
                QuestRequirementInLog    = GetAttributeAsNullable<QuestInLogRequirement>("QuestInLogRequirement", false, null, null) ?? QuestInLogRequirement.InLog;
                Text        = GetAttributeAs<string>("Text", true, ConstrainAs.StringNonEmpty, null) ?? "";
                UpdateGoalText = GetAttributeAsNullable<bool>("UpdateGoalText", false, null, null)
                                    ?? (GetAttributeAsNullable<KnownColor>("GoalColor", false, null, null) != null);
			}

			catch (Exception except)
			{
				// Maintenance problems occur for a number of reasons.  The primary two are...
				// * Changes were made to the behavior, and boundary conditions weren't properly tested.
				// * The Honorbuddy core was changed, and the behavior wasn't adjusted for the new changes.
				// In any case, we pinpoint the source of the problem area here, and hopefully it
				// can be quickly resolved.
				LogMessage("error", "BEHAVIOR MAINTENANCE PROBLEM: " + except.Message
									+ "\nFROM HERE:\n"
									+ except.StackTrace + "\n");
				IsAttributeProblem = true;
			}
        }


        // Attributes provided by caller
        public Color                    ColorLog { get; private set; }
        public int                      QuestId { get; private set; }
        public QuestCompleteRequirement QuestRequirementComplete { get; private set; }
        public QuestInLogRequirement    QuestRequirementInLog { get; private set; }
        public string                   Text { get; private set; }
        public bool                     UpdateGoalText { get; private set; }

        // Private variables for internal state
		private bool		    _isBehaviorDone;
        private bool            _isDisposed;

        // DON'T EDIT THESE--they are auto-populated by Subversion
        public override string      SubversionId { get { return ("$Id: Message.cs 193 2011-06-29 19:40:21Z chinajade $"); } }
        public override string      SubversionRevision { get { return ("$Revision: 193 $"); } }


        ~Message()
        {
            Dispose(false);
        }	

		
		public void     Dispose(bool    isExplicitlyInitiatedDispose)
        {
            if (!_isDisposed)
            {
                // NOTE: we should call any Dispose() method for any managed or unmanaged
                // resource, if that resource provides a Dispose() method.

                // Clean up managed resources, if explicit disposal...
                if (isExplicitlyInitiatedDispose)
                {
                    // empty, for now
                }

                // Clean up unmanaged resources (if any) here...
                TreeRoot.GoalText = string.Empty;
                TreeRoot.StatusText = string.Empty;

                // Call parent Dispose() (if it exists) here ...
                base.Dispose();
            }

            _isDisposed = true;
        }


        #region Overrides of CustomForcedBehavior

        public override void    Dispose()
        {
            Dispose(true);
            GC.SuppressFinalize(this);
        }


        public override bool IsDone
        {
            get
            {
                return (_isBehaviorDone     // normal completion
                        || !UtilIsProgressRequirementsMet(QuestId, QuestRequirementInLog, QuestRequirementComplete));
            }
        }


        public override void OnStart()
        {
            // This reports problems, and stops BT processing if there was a problem with attributes...
            // We had to defer this action, as the 'profile line number' is not available during the element's
            // constructor call.
            OnStart_HandleAttributeProblem();

            // If the quest is complete, this behavior is already done...
            // So we don't want to falsely inform the user of things that will be skipped.
            if (!IsDone)
            {
                Logging.Write(ColorLog, "[Profile Message]: " + Text);
			
                if (UpdateGoalText)
                    {  TreeRoot.GoalText = Text; }

                _isBehaviorDone = true;
            }
        }

        #endregion
    }
}
